Visual Shaders update, part 2

This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2.
Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.

As the release of 3.2 nears, the Godot team unveils the rest of the many changes brought to shader authoring (both in terms of writing them or using the nodes). With these additions and changes, Godot now has truly top-tier shader editing with more to come when version 4 brings Vulkan.

It’s all free and open stuff for now, but the MIT license would not stop a user from creating a Unity-style “asset store” containing resources with price tags. There’s also no clear indication that the official channel won’t add commercial assets in the future.

Godot 3.2 Beta 3

Many fixes have been applied since our previous beta build, encompassing rendering issues, port-specific issues notably on iOS and Windows, and many other fixes all around the editor.
Due to issues with our build process, this release does not...

The vast majority of serious issues and regressions have been fixed now, all that is left really is a couple of issues in the C# version.

The issues with the C# integration though has more to do with regressions in Mono than Godot, they plan on reverting to a previous version of Mono (at the cost of losing Web Assembly support) if they don’t resolve the issue by next week.

Godot 3.2 Beta 4

After another two weeks since our previous beta build, here comes Godot 3.2 beta 4, bringing back the Mono build for all supported platforms (including Android and WebAssembly, new in Godot 3.2).

Like usual, another big batch of bugs have been fixed as people continue to test every piece of engine functionality. For C# fans, this is also the build that brings Mono back into fully working order for platforms like Web Assembly.

Some of the game benchmarks are essentially non-interactive demos made in a game engine, so I would say the only thing that would decide if Godot can do that is if the engine can save a profile for FPS and other stats. to disk. Godot does have file writing so you could theoretically put something together.

If it used the same scenes as another engine then it would be interesting. Right now it isn’t the fastest engine around but it will have vulkan so it will be better on diverse hardware.

yeah, when will godot will have vulkan natively? i have android phone the specs is 8x cpu cores, adreno GPU,and 3 gigs of memory i am very curious if it can handles “tomato class game”.I wanna test GIprobe + subsurface scattering + light bloom.

Ace_Dragon:

Some of the game benchmarks are essentially non-interactive demos made in a game engine, so I would say the only thing that would decide if Godot can do that is if the engine can save a profile for FPS and other stats. to disk. Godot does have file writing so you could theoretically put something together.

with that said so it can do benchmark stuffs right?
i have tested the GIprobe and the result is more than i expected from a tiny game engine

i also have another question:
how can i create lens flare effects like this guy

since i am not a proggrammer,i think it related to graphic proggramming. The mediafires ling is broken

Godot; A decade in review

The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..

It has been 6 years since Godot 1.0 introduced that new little game engine with the purple interface, this article is a rundown of what went wrong, what went right, the lessons learned, and how said lessons will be applied for the 2020’s. Two of the main things right now is the team split (between 3.2 and 4.0) and Reduz no longer seeing Godot as a hobby but as a full-time job. Godot 4.0 is still intended to introduce cutting edge 3D graphics based on Vulkan, and will have a nice 3D platformer demo to go with the TPS demo when it is released.

Godot 3.2 Beta 5

Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are...

Many more bugs have been fixed and the Mono build (for C# fans) is behaving well. They are reaching a point where 3.2 master appears pretty stable and hope to put out a release candidate within a week or two.

Godot 3.2 Beta 6

After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to...

Another large batch of bugs fixed thanks to the many contributors. At this point, the team is pretty happy with the stability so they plan to move to RC in a matter of days. Many of the users are also happy with this because they will take an engine that works over one with all of the buzzword features.

Godot 3.2 RC1

At long last, Godot 3.2 is nearing completion and we are happy to publish this first Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days.
Godot 3.2 ends up being much bigger than we originally...

The release is getting close, and the reason it was delayed for so long is because it is much bigger than what it was intended to be.

Godot 4 is still slated to come out later this year, but that could be optimistic considering their track record. Still, in the Godot world, delays are usually a positive as far as the finished product goes.